Street Fighter x Tekken Wiki Guide

Gameplay From A Tekken Perspective

If by chance you have more talent playing the Tekken series vs. the Street Fighter series, then be prepared for an interesting use of the skills you have developed. A huge concern for Tekken players coming in to Street Fighter X Tekken has to be Tekken characters versus the projectiles of Street Fighter characters. I'm here to warm your hearts, as the engine adds a large amount of recovery to the projectile animations, making it not very rewarding to spam these attacks. Also of note is the fact that a few of the Tekken characters were given projectiles, so this means some of the Tekken cast can zone with projectiles for more versatility of gameplay and strategy without relying on rush down too heavily.

First of all, I would like to address that most of the characters on the Tekken side share similar input methods from Tekken 6. For instance, Kazuya and Jin still utilize the wave dash command for spacing. Some of the four-button staple combos for the Tekken characters are similar, just adapted to Street Fighter's Six Button attack scheme. A good example of the changes for Tekken players would be Heihachi Mishima. While Heihachi still utilizes Tekken-esque inputs and wave dashing, he additionally has a more Street Fighter-styled control scheme with the inclusion of quarter circles, half-circles, and dragon punch motions used to execute his specials.

Diving into Street Fighter X Tekken as a Tekken fan, you will notice that almost every Tekken character has something to juggle with, including bounds (aka bonds), wall splats (which are now wall bounces), crumples, and launch punishing. The input timing is not as forgiving, so as a Tekken player, you will have to become familiar with Street Fighter's frame specific input system to maximize your combos. Also included with Tekken characters are most of their staple combos from the original games. These Unique Attacks are where the Tekken side of the cast derive their advantages. For this reason, playing a Tekken character is most effective to those who excel at air juggling.

To me, a real devotee of the Tekken series, creating juggles for Street Fighter X Tekken is very similar to doing the same thing in Tekken 6. As with Tekken 6, a player could be hard at work creating a juggle, then look at the time to find that an hour has passed. Although the juggling system in Street Fighter X Tekken is a bit different as far as timing and button inputs, juggling and the tag system will be familiar sights for Tekken players.

Keep in mind, the Street Fighter casts' number of juggle points* allowed for Tekken characters is very lenient. Apart from the juggle points, if the opponent is reachable with an attack, you can 90% of the time use an attack to connect. This may sound rudimentary, but I believe it is worth mentioning, as the Street Fighter cast has a more strict system for juggling opponents.

Juggle points refer to the system that most of the later Street Fighter games use. Basically, every opponent you launch into the air has a number of points, each attack you land adds to the total number of points required to hit the opponent. Different juggle point values are derived from Normal Attacks, Unique Attacks, Special Attacks and their EX Versions, as well as a character's Super Arts. Although these numbers are for the most part only used by programmers, the system is somewhat insightful when creating juggles.